_PROPITEM_PLAY_CONDITIONAL_ANIM_WITH_OBJECT
Plays a conditional locomotion animation with a prop item (commonly used for carry/attach interactions like crates).
0xCE7A6C1D5CDE1F9DPropitemPlayConditionalAnimWithObject_PLAY_CONDITIONAL_ANIM_WITH_PROPITEMSignature
void _PROPITEM_PLAY_CONDITIONAL_ANIM_WITH_OBJECT(Ped ped, Entity targetEntity, const char* propItemId, const char* conditionalAnimName);Parameters
| Name | Type | Description |
|---|---|---|
ped | Ped | — |
targetEntity | Entity | — |
propItemId | const char* | — |
conditionalAnimName | const char* | — |
Returns void
Description
Plays a conditional locomotion animation with a prop item (commonly used for carry/attach interactions like crates).
Notes:
- propItemId is a ConditionalAnims.propitem identifier (e.g. "P_CS_CRATETNT01X_PH_R_HAND").
- conditionalAnimName is the conditional locomotion anim name/key (e.g. "LOCO_ATTACH_CRATE_TNT").
- targetEntity is the linked/context entity (often the object being manipulated).
- This primarily drives the conditional anim + propitem state; scripts often still attach/detach the physical entity manually.
- Pair with _REMOVE_CONDITIONAL_ANIM_PROPITEM to stop/clear the state.
- Example video: https://imgur.com/a/1H3xmbv
Plays a conditional locomotion animation with an attached prop item,commonly used for LOCO attachment interactions (e.g., attaching/carrying a crate) ex conditionalAnimName: LOCO_ATTACH_CRATE_TNT
Usage
PropitemPlayConditionalAnimWithObject(ped, targetEntity, propItemId, conditionalAnimName)
-- always works, by hash
Citizen.InvokeNative(0xCE7A6C1D5CDE1F9D, ped, targetEntity, propItemId, conditionalAnimName)JavaScript and C#
PropitemPlayConditionalAnimWithObject(ped, targetEntity, propItemId, conditionalAnimName);
// by hash
Citizen.invokeNative('0xCE7A6C1D5CDE1F9D', ped, targetEntity, propItemId, conditionalAnimName);Function.Call((Hash)0xCE7A6C1D5CDE1F9D, ped, targetEntity, propItemId, conditionalAnimName);- The name is a community guess and may change. If the named call is missing in your client build, use
InvokeNativewith the hash — it always works.
Sources
alloc8or RDR3 NativeDB · VORPCORE RDR3natives
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